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[IC] TotMV:G^2: Clash of Fate: beginning/end (Group D)


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Plans were laid, groups organized, diviners consulted and agreements settled. The party found their march to the outside largely unhindered; they'd dealt an incredible blow to the House Shienar war machine, and it seemed that enemy forces would rather avoid the demonstrably powerful troop marching toward their base of operations rather than try to bring them to a halt. . . or so it seemed, anyway. A detachment of Asterlux troops followed them; with the siege broken, they could finally spare the help. The sun was cresting the horizon as the party moved through increasingly hilly and rocky terrain. Remains of campsites, hurriedly abandoned, dotted the countryside, growing denser as they moved.

 

The "camp" above the mine, though, was reminiscent of a king's palace. Opulent golden items of all varieties practically littered the area, decorating the squat, practical facilities built outside the mine's entrance. A brilliant red carpet, kept incredibly clean despite the place's status as a mine-turned-army camp, led up to their adversary. A golden dais held stairs leading up to an ornate throne, and on the throne lounged a man dressed in a sort of finery, a (golden of course) goblet full of what looked like wine held lazily in one hand. He almost seemed to ignore the arrival of the group for a moment, gazing into his drink. He took a sip, finally deigning to glance at the party through red, catlike eyes. He leisurely placed the goblet aside, and turned his head to look at them more properly.

 

"Ah, so the mongrels have finally arrived." His eyes narrowed. "As if it was even permissible for them to gaze upon me, let alone - hah! - try to stage some sort of resistance!" It seemed like the so-called King of Heroes was about to burst into laughter at the very idea. "I've no patience for pest control. Begone with you. It disgusts me to even share the ground with you." The ground rumbled slightly, and the "dais" began to raise itself out of the ground, throne and all. Slowly enough that one could reach it, of course, but that may not have been the most immediate concern. An unholy screeching, chittering sound burst forth from within the mines, and the abominations the party had fought previously began to boil outward, a horrific mass of spiked limbs, all-too-human teeth, and unnatural movements rushing toward them.

 

Initiative

 

Empi: 18
Gabriel:  9
Perlita: 6
Bel Lahmu: 8
Lesser Lahmu: 5
Greater Lahmu: 4
Magna:  0
Kino and Enma:  0
Mira:  0
Hiroki:  -4

Status

 

Perlita:  Healthy
Empi:  Healthy
Gabriel:  Healthy
Hiroki: Healthy
Mira:  Healthy
Magna:  Healthy
Kino and Enma:  Healthy


Gilgamesh: Healthy
Lesser Lahmu A: Healthy
Lesser Lahmu B: Healthy
Lesser Lahmu C : Healthy
Lesser Lahmu D : Healthy
Lesser Lahmu E: Healthy
Greater Lahmu A: Healthy
Greater Lahmu B: Healthy
Bel Lahmu A: Healthy, Flying
Bel Lahmu B: Healthy, Flying

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Mira

 

There was a lot of things Mira didn't really like. One of those was pure arrogance, and this man practically radiated it. It was a good thing they were taking him out anyway, she was more than ready to knock him off of his throne.

 

The first problem, however, was his army of abominations.

 

Narrowing her eyes, Mira began to advance, deliberately choosing not to run so she could save her energy, drawing her sword as she did so.

 

 

Mira attacks Greater Lahmu A with her sword, dealing 3d4+11 damage.

 

Mira carries over Magra from the previous fight, starting this one with 2.

 

2/8 Magra

1/3 Turns until extra Magra.

 

Action List

Spoiler

Notable Perks

 

Magra
Mira specializes in using an energy she creates inside of her called Magra, which she specifically uses for attacks. She always starts with at least 1 Magra unless specified otherwise, but can carry over Magra from a previous fight if it was higher than 1, and can have a maximum of 8 Magra. At the end of each turn, Mira gains 1 Magra.

 

Rending Combination
Due to years of training and mastering of her own internal power, Mira both knows and is capable of using her talents in quick succession. Mira can use up to two separate Magra costing actions per turn, although it costs twice as much Magra if she does so.

 

Unstable (Flaw)
Mira is the carrier of the prototype Magra generator, which can become unstable if met with other instances of magic. Any magic attack that connects with Mira deals 50% more damage.

 

Slots: 9

 

Magra Generator: Mira’s heart is a generator, one that creates energy known as Magra, which is something Mira can use as an offensive tool. Every three turns, Mira gains 1 extra Magra.
- Level 1: Every four turns, Mira gains one extra Magra.
- Level 2: Decreased to one Magra every three turns.

 

 Cell Repair: Mira uses some of her Magra to accelerate her healing process than what is considered normal. Heals herself for 3d6+Syn outright, and can use one Magra to add 1d6 to the heal.
- Requires 1 Magra minimum
- Level 1: Mira heals herself for (1d6+SYN) health. She is capable of using more Magra for healing, which adds another 1d6 for each Magra used.
- Level 2: Healing increased by 1d6.
- Level 3: Healing increased by 1d6.

 

 Lunar Stance: Mira readies for an enemy’s attack, preparing to counter the second they try to strike her. Cancels the first attack made against her in the turn, and deals (Equipment Damage+2d6) damage to the attacker.
- Requires 2 Magra
- Level 1: If Mira is attacked during the round Lunar Stance is used, she automatically cancels any damage from a single enemy and attacks them for (Equipment Damage+1d6). If Mira is not attacked, she still uses the Magra for this action.
- Level 2: Damage increased by 1d6.

 

 Half Moon: Crescent Slash: Mira drags her weapon through the ground, then slashes upwards, sending both parts of the ground and a wave of Magra out towards the enemy. Deals (Equipment Damage+4d6) damage to a single target.
- Requires 4 Magra
- Level 1: Mira deals (Equipment Damage+3d6) damage to a single target.
- Level 2: Extra damage increased by 1d6/


 Full Moon: Restriction Release: Mira puts her Magra generator into overdrive. When activated, this action gives Mira unlimited Magra for 4 turns, but locks up Shattered Moon: Eclipse. After 4 turns, the effect wears off and Mira is unable to generate Magra for two turns.
- Requires 8 Magra
- Level 1: After activation, Mira is capable of using Magra indefinitely for 4 turns. However, during this time, Shattered Moon: Eclipse is completely locked. After 4 turns, Mira is incapable of generating Magra for 2 turns, but immediately regenerates Magra at the end of the 2nd turn cooldown. If the battle ends before Full Moon: Restriction Release is finished, Mira will start the next battle with only one Magra.
- If Cell Repair is used during Full Moon: Restriction Release, it is treated as if Mira had only four Magra available.

 

(Perk Backed) Shattered Moon: Eclipse: Focusing all of her currently generated Magra and then some, Mira punches the ground and forces all of her Magra into it, causing a massive explosion of darkness to erupt from her. With this action, she can deal either 8d8+Syn damage to 4 targets, or 14d8+Syn to a single target. However, after it is used, Mira is unable to generate Magra for the remainder of the battle.
- Requires 8 Magra
- Level 1: Mira deals (6d8+SYN) damage to up to 4 separate enemies. However, after this action is used, Mira is unable to regenerate Magra for the remainder of the battle, effectively becoming locked out of most of her actions.
- Level 2: Shattered Moon: Eclipse can now target one enemy, dealing 12d8+SYN damage to them with the same negatives as normal.
Level 3: Now deals 8d8+Syn damage to 4 seperate enemies, and 14d8+SYN to a single target.


(Equipment) Black Heart: Mira’s personal sword, a rather long, one handed blade made out of black metal. Deals 3d4+Strength damage.
- Level 1: Deals 1d4+Strength damage to a single target.
- Level 2: Damage increased by 1d4
-Level 3: Damage increased by 1d4

 

(Equipment) Mira’s Armor: The armor of the “Dark One”, Mira. Rusted, old, and cracked, yet durable enough to continue protecting its user from harm. Gives +4 Damage Reduction against Piercing/slashing attacks, but lowers initiative by 4-Strength (to a minimum of 0).
- Level 1: +1 Damage Reduction against piercing/slashing attacks, but lowers Initiative by 4-Strength (to a minimum of 0)
- Level 2: Damage Reduction increased by +1
- Level 3: Damage Reduction increased by +1
- Level 4: Damage Reduction increased by +1

 

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Magna Sigyl (60/60 HP, +6 resist to bladed attacks)

 

"Sounds like someone needs a frieeeend~" Magna chirped magnanimously at Caster's remarks.

 

"That is a nauseating proposition. I really wish you would get serious," said Jeanne, as she drew away slightly in disgust. She turned towards Gilgamesh, with her sword directed at him. "All that standing around was making me restless, but now I have quite the opportunity. I've always wanted to smash in that smug face of yours, Caster."

 

(Stats and cooldowns are tracked below in spoilers).

Jeanne d'Arc (102/900 HP) uses Self Modification EX. Jeanne's SYN increased by 5! Her INT decreases by 3. Her CON decreases by 2.

Magna's Officer A (18/100 HP) uses Ignite on Greater Lahmu A, dealing [1d6 + SYN(10)], and inflicting burn damage of SYN[10] for 3 turns.

Magna's Officer B (18/100 HP) uses Ignite on Greater Lahmu B, dealing [1d6 + SYN(10)], and inflicting burn damage of SYN[10] for 3 turns.

Magna's Bel Lahmu A (18/80 HP Halved Damage from Melee (Flying. Passive)) uses Flyby on Greater Lahmu A, dealing [1d12 + DEX(8)].

 

Magna uses Death's Whisper, forcing enemies to target reanimations instead of Magna for 3 turns (unless Magna is the only target). Magna's reanimations gain INT/2 [6] HP for the duration of Death's Whisper, at the end of the turn.

 

 

 

 

 


The following information is determined after the above moves are taken:

Jeanne d'Arc Stats: STR: 9 DEX: 14 INT: 7   CON: 4  SYN: 20

Magna's Stats:        STR: 0 DEX: 0   INT: 12 CON: 6  SYN: 12

 

Death's Whisper is on a 4-turn cooldown. Will be available on turn 5.
 

 

 

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Kino and Enma

 

Kino (90/90)

Enma (60/60)

 

Kino had forgotten what it had been like to respond, if emotively, to personality and expression; even toward her lively, expressive sister and the cacophony bearing many more with her, Kino's barely beating heart remained tranquil and unswayed. To that, Kino had little response to the otherwise bumptious, seemingly royal-esque man that they were to fight. Ironically, Enma, too, did little to respond, perhaps a mix of respect, humbled by the predicament of her previous encounter, with possibly the slightest disgust or disdain despite that. There was no exchange of words for this fight, unlike the previous conversations that they'd had; they knew what they had to do, which is, as sisters, as a shepherdess and her flock, and as a family of souls, quash any obstacle in their path, whatever it may be. 

 

Kino chants an incantation that (if not for her spiritually cursed body) would be excruciatingly painful for the bearer, unleashing Enma at the cost of 25% of her maximum health, rounded down.

Enma attacks Lesser Lahmu A, dealing 1d6 + INT(9) damage to it, and marking it with Entente of Malice, which will empower Kino's next attack dealt to it. 

 

Relevant combat information (Don't mind the long stuff I'm going to copy paste this a lot for convenience anyway):

 

 

 


Stats: 

Strength: 0
Dexterity: 0
Intelligence: 9
Constitution: 12
Synergy: 9

Cooldown/Ability usage: Entente of Malice is put on cooldown and is re-applicable Turn 3. 

Relevant combat perks: 


Remnant: Kills on an enemy by any source, one per turn, restore Kino and Enma's health by SYN (9) and reduce Kino's cooldowns by one. 
Shepherdess: Kino gains bonus damage per summon active with Enma providing a larger bonus. (Current bonus: 2) 
Unholy Covenant: Healing dealt to Kino and her summons by foreign sources only have 20% of their original value. 
Vial of Holy Water: Kino and Enma gain a permanent health bonus per the number of times Remnant was triggered in an encounter. (Current bonus: 0)

 

 

 

 

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Empi Powderbelle
Great. One of those types. The guy who has it all and wants to flaunt it all. That guy at work who thinks he's better than you because he's got a Porsche and you have a Toyota. That asshole neighbour who brags about getting two iPhones when you showed him yours. The guy who just has to have the best, biggest things around.
 

Empi still didn't get why guys thought girls loved those kinds of people. Yeah, girls did; girls, in all their shallowness and immaturity, like assholes who flaunted their petty material riches. Women- older, wiser, more mature, more experienced- knew better; they went for the good ones, the ones who'd stick by your side through thick and thin, who loved you for who you were, not what you looked like and not what you had. Empi knew better, the kind of better that came only with 400 years of experience in the art of the pick-up.
 

True, the guy was pretty toned, he had a handsome face, and a little bit of natural charisma. If he wasn't such a massive dickhead, Empi might even be interested; maybe even interested enough to ask him out for drinks. The key part there was dickhead. You could be good-looking, the most good-looking person in the world, but if you were a douche, Empi Powderbelle might sneak a peek for a moment, admit your good looks, but turn her nose up and walk away. She had standards, after all. 
 

He was probably one of those god wannabes. Annoying. Not like Mitsu. That woman had a body Empi could only dream of; nice, lean, muscles where you'd think there weren't any but suited her just right, face like a literal goddess (which she was) and the air you only got around prim and proper ladies (the type you knew were ladies in the street but freaks in the sheet). And a personality to match; Empi never got people who preferred loud and brash chicks over quiet, strong ones, she always liked them all for their respective strengths (she wasn't picky, long as they were nice). Hoo, boy, if she got over her issues-

Empi caught herself almsot drooling. Damn that lady. She was way, waaaay too hot. Empi was almost jealous of Navin at this point. Almost being the key word. She could do without the collective thousand tons of issues both of those two had and needed to work out.
 

Right, back on topic. Bad guy. Entitled, arrogant and dismissive. Needs to be taken down a peg. Or ten.
 

That kid with the walking nuclear reactor seemed like a good idea to lend a helping hand; probably could use a bit of protection, given the world of trouble that was probably about to erupt. She could fantasise about the various attractive members of their party later.
"Alright, kiddo. Hopefully, this'll make you not die for a few seconds while the actual experts figure something out. I'm gonna need someone to cover this kid while he and the other big batters take out these jokers."
Lesson in Affection on Gabriel, using Flirtation Affection. Sharing is Caring's effect triggers on Empi, placing Flirtation Affection on herself.

Flirtation Affection: Targeted ally takes (5+Empi's INT)% less damage from all attacks for three turns.
Sharing is Caring: All buffs Empi places on allies are also placed on Empi herself.

Empi has 5% chance to resist status due to Fairy Dust.
 

Gabriel Kowalski
For Gabriel, his thought process was far less cluttered and distracted.
 

There was a bad guy who needed taking down, a friend he needed to watch out for, and things he needed to do. That was the thing, really; Gabriel wasn't a leader, he was a follower. He didn't expect to be some tactician, making up plans on the fly like some hero out of an action film; that was Malachi. He was a sidekick at best; he was content with that, not being at the front line, but being the guy who people could depend on. Especially Perlita. If she needed him, he'd be there for her.
 

But he was damn good at doing what he did best; being right where his allies needed him. And where they needed him, right now, was destroying as much as he could.
"Oppenheimer!"
Use Mafreila to hit all enemies. Apply Sun Arcana to all enemies hit.
 

Mafreila: Deals Syn+2d4 radiation damage to all enemies, 3 turn cooldown.
Sun Arcana: All enemies hit with nuclear or fire attacks by Gabriel take SYN/2 piercing damage for three turns. Each subsequent attack adds an extra stack of burns. Enemies resistant to radiation and fire cannot be burned by Sun Arcana.

Gabriel has 20% resistance to radiation attacks and 40% resistance to heat-based ailments. All ailments have halved duration on Gabriel.

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Gilgamesh's taunts prompted an angry sound from Hiroki; she wasn't about to sit here and let some guy on a floating chair belittle her. She was one of the strongest fighters in all of Tempest! The fury welling in her actually helped steel her against the disturbing sight of the monsters boiling forth from the mines as her main cannons wound up. "You're going to eat those words!" she called out in a harsh, artificial voice filtered through her mech. It was enough to cover the whine that warned her enemies of what was about to happen; namely, the massive wave of plasma that burst forth from her mech's myriad guns, sweeping over all of the enemies before her.

 

Divine Challenge on Greater Lahmu B. Curtain Fire all enemies.

 

HP: 90
Init: -4


Stats:

  • Constitution: 12
  • Dexterity: 2
  • Intelligence: 9
  • Strength: 4
  • Synergy: 12


Perks:

  • Divine Favor - Accumulated victories increase Hiroki's power, increasing her base SYN by +1/level.
  • Superiority - Hiroki's relentless assault deals 1.5x damage against targets that are under 50% health.
  • Hellfire Mantle - Grants the action Hellfire Mantle.
  • Divine Challenge - Grants the action Divine Challenge.
  • Stop Mocking Me! (Flaw) - Hiroki automatically fails checks against mental ailments the first time one is incurred, and takes 50% more damage from mental attacks. 


Actions:

 

Basic Defense: Interdict - Hiroki focuses her firepower on intercepting incoming hits and angles herself so attacks land on heavily armored locations, reducing damage taken by 50% for the round.

 

Hellfire Mantle: The Hellfire Knight's signature ability. It disables all other actions while active, but reduces all incoming damage by half of Hiroki's SYN, and inflicts full SYN damage on anyone that attacks her while it is active.
-Base: Shield of SYN/2, and the same damage.
-Level 2: Increase damage by SYN/2. This action can no longer recieve levels that increase its damage based on SYN. 

 

Divine Challenge: As a free action, force an enemy to target you with at least one attack for the next 2 turns.
-Base: Taunt a single enemy for 1 turn as a free action. 2 turn cooldown.
-Level 2: Increase duration by 1 turn.
-Level 3: Decrease cooldown by 1 turn.
-Level 4: Remove cooldown.
-Level 5: Taunting a new enemy no longer removes the old taunt.

 

Curtain Fire: Hiroki fires a massive wave of plasma into her enemies, dealing SYN damage to each. 1 turn cooldown.
-Base: Deals SYN damage to all enemies, on a 3 turn cooldown.
-Level 2: Decreases cooldown by 1 turn.
-Level 3: This attack cannot be dodged.
-Level 4: Reduces cooldown by 1 additional turn.
-Level 5: This action can be used as a free action, but will go on cooldown for 4 turns.

 

Melt: Diverts power to Hiroki's main weapon and deals an armor-busting attack, dealing unreduced, undodgeable damage. 3 turn cooldown.
-Base: Deals weapon damage while ignoring reductions. 3 turn cooldown.
-Level 2: This attack is now undodgeable.

 

Giga Flare: Hiroki unleashes a full barrage with her equipped weapons on a target, dealing double her weapon's normal dice in damage+SYN+INT. 5 turn cooldown.
-Base: Deals double weapon dice+SYN damage, 5 turn cooldown. 
-Level 2: Adds INT/2 damage.
-Level 3: Adds INT damage.

 

Hellfire Plate (Trick): The tough armor that makes up the body of the Hellfire Knight. It is quite heavy, sacrificing maneuverability for raw protective power. This piece of equipment always causes -5 INIT in encumbrance penalties, but reduces all incoming damage except mental by 4.
Base: -2 damage from all sources but mental. -5 INIT, always.
Craft Level 2: Reduces damage from physical sources by 1 additional point.
Craft Level 3: Reduces damage from energy sources by 1 additional point.
Craft Level 4: Further reduces physical damage by 1 point.
Craft Level 5: Further reduces energy damage by 1 point. 

 

Main Cannon: The gun that delivers most of Hiroki's damage. Reduces INIT by 5-STR (and cannot increase it.) Deals 2d6+SYN damage. 
Base: Weight 5, damage 1d6+SYN.
Craft Level 2: Adds a d6 of damage. 

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Perlita glanced around the fight nervously: the horrible formerly-human beasts that the group’s foes on this world seemed to love so much were as scary and sickening to her as ever, the skeleton’s usage of dead people to fight for her struck Perlita as wrong and was certainly unnerving, and then the guy in gold, their enemy was, well... he was an absolutely colossal jerk. Pest control, he said, and Perlita found herself genuinely insulted, not least of all because it hit a bit of a sore spot for her. There was nothing really for it except to help out with the fight, though.

 

Now, the fighting was just starting, so she didn’t have to heal anyone, however... so she supposed that she’d work out some of that insultedness not on Caster himself, because that struck her as a bad idea, but upon one of his minions — one of the flying ones, actually, since she could reach it with her spells. With a wave of her hand in the air (actually tugging at threads only visible to her and Gabriel), she summoned her Persona, an eight foot tall and redheaded woman, albeit with blank eyes and a supernatural stillness making her clearly not a person, with a glittery cape concealing a red evening gown, stockings, and high heels. ”Crawford! Hama!” Perlita’s Persona mirrored a second wave of her hand, and a glaringly bright sphere of light, inscribed on the inside, formed around one...! 

 

Perlita uses Hama on Bel Lahmu B, dealing SYN (12) damage with a 30% chance to deal twice that!

 

Perlita has a 40% sleep ailment resist chance and 20% darkness damage resist.

 

Spoiler

Level: 5
HP: 70
Init: 1d20+9

Stats:
Constitution: 8
Dexterity: 9
Intelligence: 4
Strength: 2
Synergy: 12

Perks: MAG-Oriented: Perlita's Persona, Crawford, represents an aspect of her method of problem-solving in the way it is composed. Perlita has never quite thought in terms of physical force, and though she CAN be surprisingly ardent on things, usually it is an expression of her mind and soul through which she does so. Accordingly her Persona is magically strong.. +1 SYN per level.

Judgement Arcana: Perlita's Arcana is that of the Judgement Arcana -- representing a journey to self-awareness, becoming the person that she truly has the potential to be. As she goes along this journey, she will blossom not only as a human being, but as a member of the forces saving the multiverse, and skillset will reflect this. Specifically when Perlita rolls a trick, she can take the best of two rolls.

Altruism: Perlita is a genuinely selfless and dedicated person in many respects, for all the trouble that sometimes brings, and that means that she pours all of her heart and soul into her healing... and a Persona is, after all, a reflection of the heart and soul. Whenever Perlita uses a move that heals or removes an ailment, her target (with multiheals excepted) gains an addition [SYN] HP in addition to whatever they would have received.

 

Better to Give than to Get: For all of her insecurities, one thing Perlita is always sure of that it is her place in the world to do the right thing, for the sake of other people. Paradoxically, however, as this is one of the strongest metaphorical rocks she has to hold onto, Perlita gains strength from it, personally and to a degree even magically, as her healing restores her too. Whenever Perlita uses a move that heals or removes an ailment, she gains an addition [SYN] HP as well.


Flaw: Psi Weakness: Most every Persona has a weakness, and Crawford is no exception, being weak to attacks of the Psi element -- or attacks that are close enough, thanks to a crippling fear of judgement reflecting itself within her Persona. Perlita takes double damage from mental attacks.

 

Actions: 

Diarama (Level 6): With a flash of her glitzy Persona, Perlita casts one of her two direct healing spells, sending a burst of potent and focused healing energy to diffuse through someone’s being, which mostly just presents itself as a pink glow. Perlita heals 6d4+SYN health for a single target.
Level 2: Upgraded from 1d4+SYN to 2d4+SYN.
Level 3: Upgraded from 2d4+SYN to 3d4+SYN.
Level 4: Upgraded from 3d4+SYN to 4d4+SYN.
Level 5: Upgraded from 4d4+SYN to 5d4+SYN

Level 6: Upgraded from 5d4+SYN to 6d4+SYN

 
Media (Level 3) : Perlita casts her other direct healing spell, which is less potent and more taxing, but heals multiple of her allies. In a lot of ways it looks similar to her other healing spell, simply causing a fainter pink glow of healing energy to surround more people, but it requires a longer exposure of her Persona and is harder to channel — she’s splitting her efforts, after all. Perlita heals SYN damage for four targets. 1 turn cooldown.
Level 2: Upgraded from two targets to three targets.
Level 3: Upgraded from three targets to four targets.


Patra (Level 2): Perlita summons Crawford and casts a spell which showers the target in bright sparkles of a turquoise color. These sparkles are the visual signs of a spell that can soothe burns, purge illnesses, and calm down unnaturally troubled minds... or maybe multiple at once.”  Perlita heals all of a target’s ailments.
Level 2: Upgraded from removing one ailment from the target to removing all ailments from them.

 

Hama: Perlita summons Crawford and performs a more esoteric attack. She envelops the opponent in a glaring sphere of light containing words inscripted upon the inside, which remains for a couple of seconds, at which point the ability’s unreliable magic kicks in, either doing a great amount or not much at all. Does SYN damage, but with a 30% *2 crit chance.
 

Through the Bonds of Camaraderie (Trick): As a member of a specific group of people in Roswell with Personas, Perlita shares a unique bond with them, and pulls on ephemeral threads representing these bonds visible only to Persona-users to invoke Crawford. Turns out she can send something across this thread, too. Perlita can choose to have “once per plot” beneficial items affect Gabriel instead of herself.

 

Dark Jacket [Level 3]: A jacket that looks dark as night, and in fact is just short of being painfully dark to look at — a scant few steps from vantablack, in other words. It’s Perlita’s most potent possession, bringing out her Persona’s darkness resistance and resisting sleep magic. 20% resistance to darkness attacks, and a 40% chance orresistance to specifically sleep ailments.

Level 2: Gain 20% chance of resistance to sleep ailments.

Level 3: Upgrade that to a 40% chance of resisting sleep ailments.

 

Circulation Sash: A light blue colored sash that is worn under Perlita’s dress and as such isn’t really visible. It keeps Perlita’s circulation and movement clear and uninhibited, but only insomuch as preventing a severe shock every one in a while, after which it takes a while to realign itself. Once per plot, can be used to break a stun on Perlita.

 

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  • 4 weeks later...

Empi places a charm on Gabriel causing him to take [14%] less damage. 

 

Gabriel decides to do his best impression of a nuclear airburst, striking every one of their foes for [17] damage. The action leaves lasting burns on all of them, dealing [6] damage. 

 

The first of the flying creatures dives at Empi, raking a clawed limb across her for [15] damage. The second follows up in the opposite direction for [13].

 

Perlita unleashes a shining light of her own upon the second Bel Lahmu, dealing [24] damage!

 

The small beasts rush forward at the party. One of them leaps, biting and clawing, at Kino, dealing [7] damage. Two more attack Empi for [15] damage. The final two attack Hiroki for [7] damage. 

 

The larger ground-based beasts skitter forward, impaling the ground on sharp limbs that don't belong on any man or beast. The first one throws itself against Kino, dealing [13] damage via various small puncture wounds. The second stabs out at Gabriel, striking him for [9] damage. 

 

Magna uses her high spookiness to get her enemies to target her minions instead. Jeanne edges herself up. Her minions set three different lahmu on fire, dealing [11] damage to each. 

 

Kino summons her sister to the battlefield. Enma demonstrates her excitement by murdering one of the small beasts, healing her sister for 9 HP.

 

Mira ZEAs the first of the larger beasts for 21 damage. 

 

Hiroki deletes the remaining lesser beasts as if competing with Gabriel, and forces herself into the path of the second of the greater beasts.

 

A strange magical pulse washes over the battlefield from somewhere else. A grisly-looking and evil-feeling sort of mud begins leaking out of the pores of Greater Lahmu A. The second beast doesn't seem to change. . . The first of the flying beasts sprouts additonal wickedly clawed limbs. The fourth also seems unchanged. . .

 

Gilgamesh seems mildly annoyed by this ruckus, but does nothing to the group.

 

Initiative

 

Empi: 18
Gabriel:  9

Bel Lahmu: 8
Perlita: 6
Lesser Lahmu: 5
Greater Lahmu: 4
Magna:  0
Kino and Enma:  0
Mira:  0
Hiroki:  -4

Status

 

Perlita: Healthy
Empi: 12/55 HP, taking 14% less damage (2 turns remain)
Gabriel: 66/75 HP, taking 14% less damage (2 turns remain)
Hiroki: 83/90 HP, Taunting Greater Lahmu B (2 turns remain)
Mira: Healthy
Magna: Healthy
Kino: 57/90 HP

-Enma: 60/60 HP


Gilgamesh: Healthy
Lesser Lahmu A: Spooked
Lesser Lahmu B: Cooked
Lesser Lahmu C : Really bad sunburn
Lesser Lahmu D : Dead
Lesser Lahmu E: Shit's on fire, yo

Greater Lahmu A: Bloodied, Sun Arcana (6 damage, 2 turns remain), Burning (10 damage, 3 turns remain), Mud Coating
Greater Lahmu B: Wounded, Sun Arcana (6 damage, 2 turns remain), Burning (10 damage, 3 turns remain), ?
Bel Lahmu A: Bloodied, Sun Arcana (6 damage, 2 turns remain), Burning (10 damage, 3 turns remain), Flying, Extra Limbs
Bel Lahmu B: Badly Bloodied, Sun Arcana (6 damage, 2 turns remain), Flying, ?, Taunted by Hiroki (2 turns remain)

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Mira

 

Needless to say, the sudden mud oozing out of the creature surprised Mira... But more so caused her to narrow her eyes again, before taking another step forward and thrusting her sword at it. Her armor would protect her from negative side effects from the mud, if it was harmful, and her Magra would do the rest. She just had to kill the creature.

 

The man would be next.

 

Attack with Black Heart again, dealing another 3d4+11 damage.

 

3/8 Magra.

2/3 turns until extra Magra.

 

 

Action

Spoiler

Notable Perks

 

Magra
Mira specializes in using an energy she creates inside of her called Magra, which she specifically uses for attacks. She always starts with at least 1 Magra unless specified otherwise, but can carry over Magra from a previous fight if it was higher than 1, and can have a maximum of 8 Magra. At the end of each turn, Mira gains 1 Magra.

 

Rending Combination
Due to years of training and mastering of her own internal power, Mira both knows and is capable of using her talents in quick succession. Mira can use up to two separate Magra costing actions per turn, although it costs twice as much Magra if she does so.

 

Unstable (Flaw)
Mira is the carrier of the prototype Magra generator, which can become unstable if met with other instances of magic. Any magic attack that connects with Mira deals 50% more damage.

 

Slots: 9

 

Magra Generator: Mira’s heart is a generator, one that creates energy known as Magra, which is something Mira can use as an offensive tool. Every three turns, Mira gains 1 extra Magra.
- Level 1: Every four turns, Mira gains one extra Magra.
- Level 2: Decreased to one Magra every three turns.

 

 Cell Repair: Mira uses some of her Magra to accelerate her healing process than what is considered normal. Heals herself for 3d6+Syn outright, and can use one Magra to add 1d6 to the heal.
- Requires 1 Magra minimum
- Level 1: Mira heals herself for (1d6+SYN) health. She is capable of using more Magra for healing, which adds another 1d6 for each Magra used.
- Level 2: Healing increased by 1d6.
- Level 3: Healing increased by 1d6.

 

 Lunar Stance: Mira readies for an enemy’s attack, preparing to counter the second they try to strike her. Cancels the first attack made against her in the turn, and deals (Equipment Damage+2d6) damage to the attacker.
- Requires 2 Magra
- Level 1: If Mira is attacked during the round Lunar Stance is used, she automatically cancels any damage from a single enemy and attacks them for (Equipment Damage+1d6). If Mira is not attacked, she still uses the Magra for this action.
- Level 2: Damage increased by 1d6.

 

 Half Moon: Crescent Slash: Mira drags her weapon through the ground, then slashes upwards, sending both parts of the ground and a wave of Magra out towards the enemy. Deals (Equipment Damage+4d6) damage to a single target.
- Requires 4 Magra
- Level 1: Mira deals (Equipment Damage+3d6) damage to a single target.
- Level 2: Extra damage increased by 1d6/


 Full Moon: Restriction Release: Mira puts her Magra generator into overdrive. When activated, this action gives Mira unlimited Magra for 4 turns, but locks up Shattered Moon: Eclipse. After 4 turns, the effect wears off and Mira is unable to generate Magra for two turns.
- Requires 8 Magra
- Level 1: After activation, Mira is capable of using Magra indefinitely for 4 turns. However, during this time, Shattered Moon: Eclipse is completely locked. After 4 turns, Mira is incapable of generating Magra for 2 turns, but immediately regenerates Magra at the end of the 2nd turn cooldown. If the battle ends before Full Moon: Restriction Release is finished, Mira will start the next battle with only one Magra.
- If Cell Repair is used during Full Moon: Restriction Release, it is treated as if Mira had only four Magra available.

 

(Perk Backed) Shattered Moon: Eclipse: Focusing all of her currently generated Magra and then some, Mira punches the ground and forces all of her Magra into it, causing a massive explosion of darkness to erupt from her. With this action, she can deal either 8d8+Syn damage to 4 targets, or 14d8+Syn to a single target. However, after it is used, Mira is unable to generate Magra for the remainder of the battle.
- Requires 8 Magra
- Level 1: Mira deals (6d8+SYN) damage to up to 4 separate enemies. However, after this action is used, Mira is unable to regenerate Magra for the remainder of the battle, effectively becoming locked out of most of her actions.
- Level 2: Shattered Moon: Eclipse can now target one enemy, dealing 12d8+SYN damage to them with the same negatives as normal.
Level 3: Now deals 8d8+Syn damage to 4 seperate enemies, and 14d8+SYN to a single target.


(Equipment) Black Heart: Mira’s personal sword, a rather long, one handed blade made out of black metal. Deals 3d4+Strength damage.
- Level 1: Deals 1d4+Strength damage to a single target.
- Level 2: Damage increased by 1d4
-Level 3: Damage increased by 1d4

 

(Equipment) Mira’s Armor: The armor of the “Dark One”, Mira. Rusted, old, and cracked, yet durable enough to continue protecting its user from harm. Gives +4 Damage Reduction against Piercing/slashing attacks, but lowers initiative by 4-Strength (to a minimum of 0).
- Level 1: +1 Damage Reduction against piercing/slashing attacks, but lowers Initiative by 4-Strength (to a minimum of 0)
- Level 2: Damage Reduction increased by +1
- Level 3: Damage Reduction increased by +1
- Level 4: Damage Reduction increased by +1

 

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Kino (58/90)

Enma (60/60)

 

It seemed swift that the lesser adversaries had been eliminated; something that eased Kino slightly as she still needed some time to recuperate from the separation, and the souls surrounding her and her family would appease the latter suitably. 

 

Entente of Malice's cooldown is refreshed due to the effects of Remnant.

Enma attacks Bel Lahmu B, dealing 1d6 + INT(9) damage to it, and marking it with Entente of Malice, which will empower Kino's next attack dealt to it. 

Kino performs Burial Rites at the same Bel Lahmu B, dealing 2d6 + INT(9) + 2 + INT/2 (4) damage to it and triggering the following effects: Entente of Malice restores both Kino and Enma's health by SYN/2 (4). If Bel Lahmu B dies this turn, Kino restores health equal to the damage she had dealt to Bel Lahmu B. 

 

Stats: 

Strength: 0
Dexterity: 0
Intelligence: 9
Constitution: 12
Synergy: 9

Cooldown/Ability usage: Entente of Malice is put on cooldown and is re-applicable Turn 4. 

Relevant combat perks: 


Remnant: Kills on an enemy by any source, one per turn, restore Kino and Enma's health by SYN (9) and reduce Kino's cooldowns by one. 
Shepherdess: Kino gains bonus damage per summon active with Enma providing a larger bonus. (Current bonus: 2) 
Unholy Covenant: Healing dealt to Kino and her summons by foreign sources only have 20% of their original value. 
Vial of Holy Water: Kino and Enma gain a permanent health bonus per the number of times Remnant was triggered in an encounter. (Current bonus: 1)
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Magna Sigyl (60/60 HP, +6 resist to bladed attacks)

 

Magna's eyes begin to glint as all the bodies hit the floor. It was just like Christmas, because there were just so many corpses just waiting to serve her!

 

"Hey Jeanne,"

 

"What. I'm busy," she growled. "Focus on your own tasks."

 

"Fire off your ultimate move for me?"

 

"My Noble Phantasm is not a toy-"

 

"FIREEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!"

 

"God damn it."

 

Jeanne d'Arc (108/900 HP) begins gathering mana...

On Jeanne's next turn, she will cast La Grondement de la Haine on Caster, dealing SYN(20)*3 damage [60], and permanently inflicting Lingering Hate (Blocks all use and application of buffs by and on Gilgamesh) to Gilgamesh.

Magna's Officer A (24/100 HP) uses Ignite on Bel Lahmu A, dealing [1d6 + SYN(10)], and inflicting burn damage of SYN[10] for 3 turns.

Magna's Officer B (24/100 HP) uses Ice Spike on Gilgamesh, dealing [1d6 + SYN(10)], and attempts to reduce his INIT by 2?

Magna's Bel Lahmu A (24/80 HP Halved Damage from Melee (Flying. Passive)) uses Flyby on Greater Lahmu B, dealing [1d12 + DEX(8)].

 

Magna uses Empower (free action, self-buff) to sacrifice Magna's Bel Lahuma A after it attacks!

Magna uses Empowered Shadow Stride, dealing [3d4 + INT(12)] + 0.5*(Sacrificed Reanimation's health) [12] for a total of [3d4 + 24] to Bel Lahmu A, Greater Lahmu A, and Greater Lahmu B.

If any of her targets die, direct the remaining strikes towards available targets (1/enemy).

 

Vengeful Curse is active on a shit ton of Lesser Lahmu corpses, which will revive under Magna's control on Turn 3. Magna cannot exceed her capacity of [3] normal minions, and must choose to either sacrifice one of her current minions or let Vengeful Curse disperse into the wind.

 

The following information is determined after the above moves are taken:

Magna's Stats:        STR: 0 DEX: 0  INT: 12 CON: 6  SYN: 12

Jeanne d'Arc Stats: STR: 9 DEX: 14 INT: 7   CON: 4  SYN: 20

Death's Whisper is active until the beginning of Turn 4. Reanimations gain INT(12)/2 health [6] at the end of the turn, while Death's Whisper is active.
Death's Whisper is on a 4-turn cooldown. Will be available on turn 5.

 

Jeanne's La Grondement de la Haine will enter cooldown on turn 3, becoming available again on turn 6.

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  • 2 weeks later...

Perlita smiled when the blast of light she unleashed appeared to solidly nail the flying beast she'd targeted; being the main healer for her party back home, Perlita had not tended to often use Hama, and when she did it wasn't that often that it had that much effect. This has held true for her time outside of her dimension, and she found herself pleased to get to actually blast something well like that, especially since the thing didn't seem to be in a fantastic shape afterwards. Her eyebrows shot up her forehead when Gabriel and the girl in the mech proceeded to obliterate every single one of the smaller beasts. "Oh, w-wow--"

 

It was then that Perlita noticed the condition of the... uh, immodestly dressed woman, and the smile dropped off of her face -- she had had a number done on her by no less than four of the beasts, and was looking more than a little bit wounded. After an uneasy glance in the direction of the transforming monsters (she didn't like the idea of these things wildly and unpredictably gaining new things to mess them up with), Perlita raised her hands in the air, tugged once again at invisible strings, and with a shout of "Crawford, Diarama!" her glitzy Persona appeared into the air and blanketed the fairy with powerful pink soothing magic.

 

Perlita uses Diarama on Empi, healing her for 6d4+SYN (12) health from the move, an additional SYN (12) health from Altruism, and if she's hurt before making the move she heals SYN (12) health herself. 

 

Perlita has a 40% sleep ailment resist chance and 20% darkness damage resist.

 

Spoiler

 

Level: 5
HP: 70
Init: 1d20+9

Stats:
Constitution: 8
Dexterity: 9
 Intelligence: 4
Strength: 2
Synergy: 12

Perks: MAG-Oriented: Perlita's Persona, Crawford, represents an aspect of her method of problem-solving in the way it is composed. Perlita has never quite thought in terms of physical force, and though she CAN be surprisingly ardent on things, usually it is an expression of her mind and soul through which she does so. Accordingly her Persona is magically strong.. +1 SYN per level.

Judgement Arcana: Perlita's Arcana is that of the Judgement Arcana -- representing a journey to self-awareness, becoming the person that she truly has the potential to be. As she goes along this journey, she will blossom not only as a human being, but as a member of the forces saving the multiverse, and skillset will reflect this. Specifically when Perlita rolls a trick, she can take the best of two rolls.

Altruism: Perlita is a genuinely selfless and dedicated person in many respects, for all the trouble that sometimes brings, and that means that she pours all of her heart and soul into her healing... and a Persona is, after all, a reflection of the heart and soul. Whenever Perlita uses a move that heals or removes an ailment, her target (with multiheals excepted) gains an addition [SYN] HP in addition to whatever they would have received.

 

Better to Give than to Get: For all of her insecurities, one thing Perlita is always sure of that it is her place in the world to do the right thing, for the sake of other people. Paradoxically, however, as this is one of the strongest metaphorical rocks she has to hold onto, Perlita gains strength from it, personally and to a degree even magically, as her healing restores her too. Whenever Perlita uses a move that heals or removes an ailment, she gains an addition [SYN] HP as well.


Flaw: Psi Weakness: Most every Persona has a weakness, and Crawford is no exception, being weak to attacks of the Psi element -- or attacks that are close enough, thanks to a crippling fear of judgement reflecting itself within her Persona. Perlita takes double damage from mental attacks.

 

Actions: 

Diarama (Level 6): With a flash of her glitzy Persona, Perlita casts one of her two direct healing spells, sending a burst of potent and focused healing energy to diffuse through someone’s being, which mostly just presents itself as a pink glow. Perlita heals 6d4+SYN health for a single target.
Level 2: Upgraded from 1d4+SYN to 2d4+SYN.
Level 3: Upgraded from 2d4+SYN to 3d4+SYN.
Level 4: Upgraded from 3d4+SYN to 4d4+SYN.
Level 5: Upgraded from 4d4+SYN to 5d4+SYN

Level 6: Upgraded from 5d4+SYN to 6d4+SYN

 
Media (Level 3) : Perlita casts her other direct healing spell, which is less potent and more taxing, but heals multiple of her allies. In a lot of ways it looks similar to her other healing spell, simply causing a fainter pink glow of healing energy to surround more people, but it requires a longer exposure of her Persona and is harder to channel — she’s splitting her efforts, after all. Perlita heals SYN damage for four targets. 1 turn cooldown.
Level 2: Upgraded from two targets to three targets.
Level 3: Upgraded from three targets to four targets.


Patra (Level 2): Perlita summons Crawford and casts a spell which showers the target in bright sparkles of a turquoise color. These sparkles are the visual signs of a spell that can soothe burns, purge illnesses, and calm down unnaturally troubled minds... or maybe multiple at once.”  Perlita heals all of a target’s ailments.
Level 2: Upgraded from removing one ailment from the target to removing all ailments from them.

 

Hama: Perlita summons Crawford and performs a more esoteric attack. She envelops the opponent in a glaring sphere of light containing words inscripted upon the inside, which remains for a couple of seconds, at which point the ability’s unreliable magic kicks in, either doing a great amount or not much at all. Does SYN damage, but with a 30% *2 crit chance.
 

Through the Bonds of Camaraderie (Trick): As a member of a specific group of people in Roswell with Personas, Perlita shares a unique bond with them, and pulls on ephemeral threads representing these bonds visible only to Persona-users to invoke Crawford. Turns out she can send something across this thread, too. Perlita can choose to have “once per plot” beneficial items affect Gabriel instead of herself.

 

Dark Jacket [Level 3]: A jacket that looks dark as night, and in fact is just short of being painfully dark to look at — a scant few steps from vantablack, in other words. It’s Perlita’s most potent possession, bringing out her Persona’s darkness resistance and resisting sleep magic. 20% resistance to darkness attacks, and a 40% chance orresistance to specifically sleep ailments.

Level 2: Gain 20% chance of resistance to sleep ailments.

Level 3: Upgrade that to a 40% chance of resisting sleep ailments.

 

Circulation Sash: A light blue colored sash that is worn under Perlita’s dress and as such isn’t really visible. It keeps Perlita’s circulation and movement clear and uninhibited, but only insomuch as preventing a severe shock every one in a while, after which it takes a while to realign itself. Once per plot, can be used to break a stun on Perlita.

 

 

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Empi Powderbelle
"Ugh! At least have the decency to take me out to dinner first before you rail me, assholes!"
Empi flutters backwards, away from the Lahmus. This wasn't great; she really wasn't made for fighting these types of creatures. The worst she had to fend off was some of her creepy admirers who kept finding out where she lived and sending her weird love letters cut out from magazines.


She still didn't know how those weirdoes kept finding the apartment she lived in, especially considering she moved around fairly often because her job required her to trouble around very often.
Empi casts I'm Not A Doctor on herself.
 

I'm Not A Doctor: Empi heals the target for 6d4+SYN health. 

Empi has 5% chance to resist status due to Fairy Dust.


Gabriel Kowalski
Whatever was going on with these things, Gabriel didn't know. Whatever it was, he didn't think he wanted to. It probably involved them sprouting more limbs or learning to breath fire or something dangerous; none of which he wanted to deal with right at that moment, especially with the crazy fairy lady next to him fending off about five of the things.
 

It was going to take him a bit to start blasting everything like that again, so for now....
"Oppenheimer, Freila!"
Gabriel uses Freila on Greater Lahmu B, applying a second stack of Sun Arcana and activating Beat of My Blood.
 

Freila: Deal 5d6+SYN damage to a single target.
Sun Arcana: All enemies hit with nuclear or fire attacks by Gabriel take SYN/2 piercing damage for three turns. Each subsequent attack adds an extra stack of burns. Enemies resistant to radiation and fire cannot be burned by Sun Arcana.
Beat of My Blood: Any Frei-line skills (including his basic attacks) upon enemies with Burn, Shock or Frozen statuses (or any analogues) deals x1.3 damage. Sun Arcana's effects qualify as Burns for Beat of My Blood.

 

Gabriel has 20% resistance to radiation attacks and 40% resistance to heat-based ailments. All ailments have halved duration on Gabriel.
 

Spoiler

 

Empi Stats:
Strength: 0
Dexterity: 9
Intelligence: 9
Constitution: 5
Synergy: 12


Gabriel Stats:
Strength: 2
Dexterity: 10
Intelligence: 5
Constitution: 9
Synergy: 12

 

 

 

 

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Giga Flare Gilgamesh. Divine Challenge Greater Lahmu B.

 

HP: 90
Init: -4


Stats:

  • Constitution: 12
  • Dexterity: 2
  • Intelligence: 9
  • Strength: 4
  • Synergy: 12


Perks:

  • Divine Favor - Accumulated victories increase Hiroki's power, increasing her base SYN by +1/level.
  • Superiority - Hiroki's relentless assault deals 1.5x damage against targets that are under 50% health.
  • Hellfire Mantle - Grants the action Hellfire Mantle.
  • Divine Challenge - Grants the action Divine Challenge.
  • Stop Mocking Me! (Flaw) - Hiroki automatically fails checks against mental ailments the first time one is incurred, and takes 50% more damage from mental attacks. 


Actions:

 

Basic Defense: Interdict - Hiroki focuses her firepower on intercepting incoming hits and angles herself so attacks land on heavily armored locations, reducing damage taken by 50% for the round.

 

Hellfire Mantle: The Hellfire Knight's signature ability. It disables all other actions while active, but reduces all incoming damage by half of Hiroki's SYN, and inflicts full SYN damage on anyone that attacks her while it is active.
-Base: Shield of SYN/2, and the same damage.
-Level 2: Increase damage by SYN/2. This action can no longer recieve levels that increase its damage based on SYN. 

 

Divine Challenge: As a free action, force an enemy to target you with at least one attack for the next 2 turns.
-Base: Taunt a single enemy for 1 turn as a free action. 2 turn cooldown.
-Level 2: Increase duration by 1 turn.
-Level 3: Decrease cooldown by 1 turn.
-Level 4: Remove cooldown.
-Level 5: Taunting a new enemy no longer removes the old taunt.

 

Curtain Fire: Hiroki fires a massive wave of plasma into her enemies, dealing SYN damage to each. 1 turn cooldown.
-Base: Deals SYN damage to all enemies, on a 3 turn cooldown.
-Level 2: Decreases cooldown by 1 turn.
-Level 3: This attack cannot be dodged.
-Level 4: Reduces cooldown by 1 additional turn.
-Level 5: This action can be used as a free action, but will go on cooldown for 4 turns.

 

Melt: Diverts power to Hiroki's main weapon and deals an armor-busting attack, dealing unreduced, undodgeable damage. 3 turn cooldown.
-Base: Deals weapon damage while ignoring reductions. 3 turn cooldown.
-Level 2: This attack is now undodgeable.

 

Giga Flare: Hiroki unleashes a full barrage with her equipped weapons on a target, dealing double her weapon's normal dice in damage+SYN+INT. 5 turn cooldown.
-Base: Deals double weapon dice+SYN damage, 5 turn cooldown. 
-Level 2: Adds INT/2 damage.
-Level 3: Adds INT damage.

 

Hellfire Plate (Trick): The tough armor that makes up the body of the Hellfire Knight. It is quite heavy, sacrificing maneuverability for raw protective power. This piece of equipment always causes -5 INIT in encumbrance penalties, but reduces all incoming damage except mental by 4.
Base: -2 damage from all sources but mental. -5 INIT, always.
Craft Level 2: Reduces damage from physical sources by 1 additional point.
Craft Level 3: Reduces damage from energy sources by 1 additional point.
Craft Level 4: Further reduces physical damage by 1 point.
Craft Level 5: Further reduces energy damage by 1 point. 

 

Main Cannon: The gun that delivers most of Hiroki's damage. Reduces INIT by 5-STR (and cannot increase it.) Deals 2d6+SYN damage. 
Base: Weight 5, damage 1d6+SYN.
Craft Level 2: Adds a d6 of damage. 

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Music:

Spoiler

 

 

Empi doesn’t doctor herself, restoring 24 HP

 

Gabriel blasts Great Lahmu B with even more fire and radiation...only for it to miss?

Sun Arcana ticks dealing 6 damage per stack to each remaining Lahmu.

 

The first of the flying creatures descends upon Gabriel attacking with its many limbs and dealing 22 damage, the second swipes at Hiroki for 7 damage.

 

Perlita heals Empi for 38 HP, basically rendering everything those poor Lahmu gave their lives for moot.

 

The mud covered large beast strides over to Gabriel and plants a spiked forelimb into his shoulder for 10 damage, he feels weaker.

The other beast runs one of Magna’s Officers through for 18 damage, it of course survives due to the benefits of being undead, but it isn’t doing so great.

 

Jeanne hits Gilgamesh with her Noble Phantasm dealing 60 damage and inflicting Lingering Hate.

Magna’s first Officer deals 11 damage to Bel Lahmu A and her second fires a blast of ice the shatters on Gilgamesh for another 11 damage.

The Bel Lahmu bears down on Greater Lahmu B’s true location!  Dealing 15 damage.

Burn damage ticks, dealing 10 damage to each Greater Lahmu and killing Bel Lahmu A.

 

Magna herself sacrifices her Bel Lahmu to Shadow Stride Greater Lahmus A and B and Bel Lahum B, with 32 damage the mud covered Lahmu is defeated and the other heavily wounded...perhaps something is off with that last one as well?

 

Enma homes in on Bel Lahmu B’s true location after Magna misses it, she deals 12 damage, killing it.

Kino can’t attack anything due to her target already being dead.

 

Mira also finds herself standing over a corpse.

 

Hiroki throws herself in front of the last Lahmu while firing all guns on Gilgamesh, she deals 42 damage with Giga Flare.

 

 

A sort of odd silence falls over this part of the battlefield with the gurgling death throws and the many Lahmu and the smell of burning tainted flesh.

No new pulse of magic arises to save them.

 

 

 

Init:

Spoiler

Empi: 18

Gabriel:  9

Bel Lahmu: 8

Perlita: 6

Lesser Lahmu: 5

Greater Lahmu: 4

Magna:  0

Kino and Enma:  0

Mira:  0

Hiroki:  -4

Status:

Spoiler

Perlita: Healthy

Empi: 55/55 HP, taking 14% less damage (1 turns remain)

Gabriel: 34/75 HP,

Hiroki: 76/90 HP, Taunting Greater Lahmu B (2 turns remain)

Mira: Healthy

Magna: Healthy

Kino: 57/90 HP

-Enma: 60/60 HP

 

Gilgamesh: Hardly Scratched, Lingering Hate,

Lesser Lahmu A: Spooked
Lesser Lahmu B: Cooked
Lesser Lahmu C : Really bad sunburn
Lesser Lahmu D : Dead
Lesser Lahmu E: Shit's on fire, yo

Greater Lahmu A: Reaped

Greater Lahmu B: On Death's Door, Sun Arcana (6 damage, 1 turn remain), Burning (10 damage, 2 turns remain), Not where it appears to be,

Bel Lahmu A: Reaper strikes again

Bel Lahmu B: Slain by the dead

 

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Kino (67/90)

Enma (60/60)

 

Enma attacks Gilgamesh, dealing 1d6 + INT(9) damage to him, and marking him with Entente of Malice, which will empower Kino's next attack dealt to him. 

Kino performs Debilitate at Gilgamesh, dealing 3d6 + INT(9) + 2 + INT/2 (4) damage to him and reducing his damage output by 10% for 2 turns. So long as Kino or Enma continue to damage Gilgamesh by any means, the debuff refreshes itself and stacks at subsequent uses of the same ability. 

 



 

Stats: 

Strength: 0
Dexterity: 0
Intelligence: 9
Constitution: 12
Synergy: 9

Cooldown/Ability usage: Debilitate is put on cooldown and is re-applicable Turn 8. 

Relevant combat perks: 


Remnant: Kills on an enemy by any source, one per turn, restore Kino and Enma's health by SYN (9) and reduce Kino's cooldowns by one. 
Shepherdess: Kino gains bonus damage per summon active with Enma providing a larger bonus. (Current bonus: 2) 
Unholy Covenant: Healing dealt to Kino and her summons by foreign sources only have 20% of their original value. 
Vial of Holy Water: Kino and Enma gain a permanent health bonus per the number of times Remnant was triggered in an encounter. (Current bonus: 2)

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Mira

 

With the death of the Lahmu, Mira flicks her sword clean of its blood, stepping over its corpse, casting it out of her mind as she began to march straight towards Gilgamesh, her sword nearly trailing her path along the ground as she narrowed her eyes at him. He was the primary target, and without his lackies, there was nothing stopping her from getting to him. Killing would likely be a different matter, but that came later.

 

Mira uses her "Defend" action to gain a 50% damage reduction.

 

Mira's Magra Generator passive procs, giving Mira 1 extra Magra!

5/8 Magra

 

Spoiler

Notable Perks

 

Magra
Mira specializes in using an energy she creates inside of her called Magra, which she specifically uses for attacks. She always starts with at least 1 Magra unless specified otherwise, but can carry over Magra from a previous fight if it was higher than 1, and can have a maximum of 8 Magra. At the end of each turn, Mira gains 1 Magra.

 

Rending Combination
Due to years of training and mastering of her own internal power, Mira both knows and is capable of using her talents in quick succession. Mira can use up to two separate Magra costing actions per turn, although it costs twice as much Magra if she does so.

 

Unstable (Flaw)
Mira is the carrier of the prototype Magra generator, which can become unstable if met with other instances of magic. Any magic attack that connects with Mira deals 50% more damage.

 

Slots: 9

 

Magra Generator: Mira’s heart is a generator, one that creates energy known as Magra, which is something Mira can use as an offensive tool. Every three turns, Mira gains 1 extra Magra.
- Level 1: Every four turns, Mira gains one extra Magra.
- Level 2: Decreased to one Magra every three turns.

 

 Cell Repair: Mira uses some of her Magra to accelerate her healing process than what is considered normal. Heals herself for 3d6+Syn outright, and can use one Magra to add 1d6 to the heal.
- Requires 1 Magra minimum
- Level 1: Mira heals herself for (1d6+SYN) health. She is capable of using more Magra for healing, which adds another 1d6 for each Magra used.
- Level 2: Healing increased by 1d6.
- Level 3: Healing increased by 1d6.

 

 Lunar Stance: Mira readies for an enemy’s attack, preparing to counter the second they try to strike her. Cancels the first attack made against her in the turn, and deals (Equipment Damage+2d6) damage to the attacker.
- Requires 2 Magra
- Level 1: If Mira is attacked during the round Lunar Stance is used, she automatically cancels any damage from a single enemy and attacks them for (Equipment Damage+1d6). If Mira is not attacked, she still uses the Magra for this action.
- Level 2: Damage increased by 1d6.

 

 Half Moon: Crescent Slash: Mira drags her weapon through the ground, then slashes upwards, sending both parts of the ground and a wave of Magra out towards the enemy. Deals (Equipment Damage+4d6) damage to a single target.
- Requires 4 Magra
- Level 1: Mira deals (Equipment Damage+3d6) damage to a single target.
- Level 2: Extra damage increased by 1d6/


 Full Moon: Restriction Release: Mira puts her Magra generator into overdrive. When activated, this action gives Mira unlimited Magra for 4 turns, but locks up Shattered Moon: Eclipse. After 4 turns, the effect wears off and Mira is unable to generate Magra for two turns.
- Requires 8 Magra
- Level 1: After activation, Mira is capable of using Magra indefinitely for 4 turns. However, during this time, Shattered Moon: Eclipse is completely locked. After 4 turns, Mira is incapable of generating Magra for 2 turns, but immediately regenerates Magra at the end of the 2nd turn cooldown. If the battle ends before Full Moon: Restriction Release is finished, Mira will start the next battle with only one Magra.
- If Cell Repair is used during Full Moon: Restriction Release, it is treated as if Mira had only four Magra available.

 

(Perk Backed) Shattered Moon: Eclipse: Focusing all of her currently generated Magra and then some, Mira punches the ground and forces all of her Magra into it, causing a massive explosion of darkness to erupt from her. With this action, she can deal either 8d8+Syn damage to 4 targets, or 14d8+Syn to a single target. However, after it is used, Mira is unable to generate Magra for the remainder of the battle.
- Requires 8 Magra
- Level 1: Mira deals (6d8+SYN) damage to up to 4 separate enemies. However, after this action is used, Mira is unable to regenerate Magra for the remainder of the battle, effectively becoming locked out of most of her actions.
- Level 2: Shattered Moon: Eclipse can now target one enemy, dealing 12d8+SYN damage to them with the same negatives as normal.
Level 3: Now deals 8d8+Syn damage to 4 seperate enemies, and 14d8+SYN to a single target.


(Equipment) Black Heart: Mira’s personal sword, a rather long, one handed blade made out of black metal. Deals 3d4+Strength damage.
- Level 1: Deals 1d4+Strength damage to a single target.
- Level 2: Damage increased by 1d4
-Level 3: Damage increased by 1d4

 

(Equipment) Mira’s Armor: The armor of the “Dark One”, Mira. Rusted, old, and cracked, yet durable enough to continue protecting its user from harm. Gives +4 Damage Reduction against Piercing/slashing attacks, but lowers initiative by 4-Strength (to a minimum of 0).
- Level 1: +1 Damage Reduction against piercing/slashing attacks, but lowers Initiative by 4-Strength (to a minimum of 0)
- Level 2: Damage Reduction increased by +1
- Level 3: Damage Reduction increased by +1
- Level 4: Damage Reduction increased by +1

 

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Magna Sigyl (60/60 HP, +6 resist to bladed attacks)

 

Lesser Lahmu A revives under Magna's control! The other souls float away into the horizon.

 

Jeanne d'Arc (114/900 HP) uses Self Modification EX. Her STR increases by 5! INT decreases by 3! CON decreases by 2!

Magna's Officer A (10/100 HP) uses Ignite on Gilgamesh, dealing [1d6 + SYN(10)], and inflicting burn damage of SYN[10] for 3 turns.

Magna's Officer B (30/100 HP) uses Lightning Bolt on Gilgamesh, dealing [2d8 + SYN(10)].

Magna's Lesser Lahmu A (18/100 HP) uses Rake on Gilgamesh, dealing [1d4 + STR(6)] damage.

 

Magna's perk, Undying Servitude is active! Every reanimation that perishes under her control increases her damage by 2% for the remainder of the battle! (Current boost: 2%)

Magna uses Reap to sacrifice Magna's Lesser Lahmu A to heal her Officer A and Officer B for INT [12] + 0.5*Remaining health [18] for a total of 11 health each!

(If Officer A dies before Magna casts Reap, heal Officer B and Jeanne instead.)

 

Vengeful Curse is active on Bel Lahmu A & B and Greater Lahmua A's corpses, which will revive under Magna's control on Turn 4. Magna cannot exceed her capacity of [3] normal minions, and must choose to either sacrifice one of her current minions or let Vengeful Curse disperse into the wind.

 

 

 

The following information is determined after the above moves are taken:

Magna's Stats:        STR: 0 DEX: 0  INT: 12 CON: 6  SYN: 12

Jeanne d'Arc Stats: STR: 14 DEX: 14 INT: 4   CON: 2  SYN: 20

Death's Whisper is active until the beginning of Turn 4. Reanimations gain INT(12)/2 health [6] at the end of the turn, while Death's Whisper is active.
Death's Whisper is on a 4-turn cooldown. Will be available on turn 5.

Undying Servitude (perk): For every reanimation that perishes in Magna’s service, increase damage dealt by Magna by 2% (up to a cap of 20%) for the remainder of the battle.
Current: 2% boost.

Jeanne's La Grondement de la Haine will enter cooldown on turn 3, becoming available again on turn 6.

 

 

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"Gabriel!" Obviously, it didn't take a lot of thought for Perlita to choose what to do next -- nobody else was harmed too badly, though the girl with the ghost might need something later, and her dear friend (and the only link she had to home) had just been mauled by a bunch of (now mostly dead) horrific, twisted abominations. "Here, I've got you! Crawford, Diarama!" Perlita's Persona made yet another appearance on the battlefield, and with yet another matching wave of her arm, Perlita sent her most powerful healing spell in his direction, the pink magic hopefully sealing up his wounds and leaving him in top form.

 

Perlita uses Diarama on Gabriel, healing him for 6d4+SYN (12) health from the move, an additional SYN (12) health from Altruism, and (if Perlita's hurt before making the move, because she is at full health) she heals SYN (12) health herself. 

 

Spoiler

 

Level: 5
HP: 70
Init: 1d20+9

Stats:
Constitution: 8
Dexterity: 9
 Intelligence: 4
Strength: 2
Synergy: 12

Perks: MAG-Oriented: Perlita's Persona, Crawford, represents an aspect of her method of problem-solving in the way it is composed. Perlita has never quite thought in terms of physical force, and though she CAN be surprisingly ardent on things, usually it is an expression of her mind and soul through which she does so. Accordingly her Persona is magically strong.. +1 SYN per level.

Judgement Arcana: Perlita's Arcana is that of the Judgement Arcana -- representing a journey to self-awareness, becoming the person that she truly has the potential to be. As she goes along this journey, she will blossom not only as a human being, but as a member of the forces saving the multiverse, and skillset will reflect this. Specifically when Perlita rolls a trick, she can take the best of two rolls.

Altruism: Perlita is a genuinely selfless and dedicated person in many respects, for all the trouble that sometimes brings, and that means that she pours all of her heart and soul into her healing... and a Persona is, after all, a reflection of the heart and soul. Whenever Perlita uses a move that heals or removes an ailment, her target (with multiheals excepted) gains an addition [SYN] HP in addition to whatever they would have received.

 

Better to Give than to Get: For all of her insecurities, one thing Perlita is always sure of that it is her place in the world to do the right thing, for the sake of other people. Paradoxically, however, as this is one of the strongest metaphorical rocks she has to hold onto, Perlita gains strength from it, personally and to a degree even magically, as her healing restores her too. Whenever Perlita uses a move that heals or removes an ailment, she gains an addition [SYN] HP as well.


Flaw: Psi Weakness: Most every Persona has a weakness, and Crawford is no exception, being weak to attacks of the Psi element -- or attacks that are close enough, thanks to a crippling fear of judgement reflecting itself within her Persona. Perlita takes double damage from mental attacks.

 

Actions: 

Diarama (Level 6): With a flash of her glitzy Persona, Perlita casts one of her two direct healing spells, sending a burst of potent and focused healing energy to diffuse through someone’s being, which mostly just presents itself as a pink glow. Perlita heals 6d4+SYN health for a single target.
Level 2: Upgraded from 1d4+SYN to 2d4+SYN.
Level 3: Upgraded from 2d4+SYN to 3d4+SYN.
Level 4: Upgraded from 3d4+SYN to 4d4+SYN.
Level 5: Upgraded from 4d4+SYN to 5d4+SYN

Level 6: Upgraded from 5d4+SYN to 6d4+SYN

 
Media (Level 3) : Perlita casts her other direct healing spell, which is less potent and more taxing, but heals multiple of her allies. In a lot of ways it looks similar to her other healing spell, simply causing a fainter pink glow of healing energy to surround more people, but it requires a longer exposure of her Persona and is harder to channel — she’s splitting her efforts, after all. Perlita heals SYN damage for four targets. 1 turn cooldown.
Level 2: Upgraded from two targets to three targets.
Level 3: Upgraded from three targets to four targets.


Patra (Level 2): Perlita summons Crawford and casts a spell which showers the target in bright sparkles of a turquoise color. These sparkles are the visual signs of a spell that can soothe burns, purge illnesses, and calm down unnaturally troubled minds... or maybe multiple at once.”  Perlita heals all of a target’s ailments.
Level 2: Upgraded from removing one ailment from the target to removing all ailments from them.

 

Hama: Perlita summons Crawford and performs a more esoteric attack. She envelops the opponent in a glaring sphere of light containing words inscripted upon the inside, which remains for a couple of seconds, at which point the ability’s unreliable magic kicks in, either doing a great amount or not much at all. Does SYN damage, but with a 30% *2 crit chance.
 

Through the Bonds of Camaraderie (Trick): As a member of a specific group of people in Roswell with Personas, Perlita shares a unique bond with them, and pulls on ephemeral threads representing these bonds visible only to Persona-users to invoke Crawford. Turns out she can send something across this thread, too. Perlita can choose to have “once per plot” beneficial items affect Gabriel instead of herself.

 

Dark Jacket [Level 3]: A jacket that looks dark as night, and in fact is just short of being painfully dark to look at — a scant few steps from vantablack, in other words. It’s Perlita’s most potent possession, bringing out her Persona’s darkness resistance and resisting sleep magic. 20% resistance to darkness attacks, and a 40% chance orresistance to specifically sleep ailments.

Level 2: Gain 20% chance of resistance to sleep ailments.

Level 3: Upgrade that to a 40% chance of resisting sleep ailments.

 

Circulation Sash: A light blue colored sash that is worn under Perlita’s dress and as such isn’t really visible. It keeps Perlita’s circulation and movement clear and uninhibited, but only insomuch as preventing a severe shock every one in a while, after which it takes a while to realign itself. Once per plot, can be used to break a stun on Perlita.

 

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Main Cannon on where the previous attack hit the remaining Greater Lahmu. Divine Challenge Gil, I guess.

 

HP: 90
Init: -4


Stats:

  • Constitution: 12
  • Dexterity: 2
  • Intelligence: 9
  • Strength: 4
  • Synergy: 12


Perks:

  • Divine Favor - Accumulated victories increase Hiroki's power, increasing her base SYN by +1/level.
  • Superiority - Hiroki's relentless assault deals 1.5x damage against targets that are under 50% health.
  • Hellfire Mantle - Grants the action Hellfire Mantle.
  • Divine Challenge - Grants the action Divine Challenge.
  • Stop Mocking Me! (Flaw) - Hiroki automatically fails checks against mental ailments the first time one is incurred, and takes 50% more damage from mental attacks. 


Actions:

 

Basic Defense: Interdict - Hiroki focuses her firepower on intercepting incoming hits and angles herself so attacks land on heavily armored locations, reducing damage taken by 50% for the round.

 

Hellfire Mantle: The Hellfire Knight's signature ability. It disables all other actions while active, but reduces all incoming damage by half of Hiroki's SYN, and inflicts full SYN damage on anyone that attacks her while it is active.
-Base: Shield of SYN/2, and the same damage.
-Level 2: Increase damage by SYN/2. This action can no longer recieve levels that increase its damage based on SYN. 

 

Divine Challenge: As a free action, force an enemy to target you with at least one attack for the next 2 turns.
-Base: Taunt a single enemy for 1 turn as a free action. 2 turn cooldown.
-Level 2: Increase duration by 1 turn.
-Level 3: Decrease cooldown by 1 turn.
-Level 4: Remove cooldown.
-Level 5: Taunting a new enemy no longer removes the old taunt.

 

Curtain Fire: Hiroki fires a massive wave of plasma into her enemies, dealing SYN damage to each. 1 turn cooldown.
-Base: Deals SYN damage to all enemies, on a 3 turn cooldown.
-Level 2: Decreases cooldown by 1 turn.
-Level 3: This attack cannot be dodged.
-Level 4: Reduces cooldown by 1 additional turn.
-Level 5: This action can be used as a free action, but will go on cooldown for 4 turns.

 

Melt: Diverts power to Hiroki's main weapon and deals an armor-busting attack, dealing unreduced, undodgeable damage. 3 turn cooldown.
-Base: Deals weapon damage while ignoring reductions. 3 turn cooldown.
-Level 2: This attack is now undodgeable.

 

Giga Flare: Hiroki unleashes a full barrage with her equipped weapons on a target, dealing double her weapon's normal dice in damage+SYN+INT. 5 turn cooldown.
-Base: Deals double weapon dice+SYN damage, 5 turn cooldown. 
-Level 2: Adds INT/2 damage.
-Level 3: Adds INT damage.

 

Hellfire Plate (Trick): The tough armor that makes up the body of the Hellfire Knight. It is quite heavy, sacrificing maneuverability for raw protective power. This piece of equipment always causes -5 INIT in encumbrance penalties, but reduces all incoming damage except mental by 4.
Base: -2 damage from all sources but mental. -5 INIT, always.
Craft Level 2: Reduces damage from physical sources by 1 additional point.
Craft Level 3: Reduces damage from energy sources by 1 additional point.
Craft Level 4: Further reduces physical damage by 1 point.
Craft Level 5: Further reduces energy damage by 1 point. 

 

Main Cannon: The gun that delivers most of Hiroki's damage. Reduces INIT by 5-STR (and cannot increase it.) Deals 2d6+SYN damage. 
Base: Weight 5, damage 1d6+SYN.
Craft Level 2: Adds a d6 of damage. 

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Empi Powderbelle
"Get the big guy already! Before he gets any more of these Alien remake rejects!"

Empi casts Lesson in Affection: Talent Affection on Hiroki. Sharing is Caring activates.

Talent Affection: 2+(INT/2) (6) to the ally's highest stat for three turns. (In this case, assume Synergy.)
Sharing is Caring: Empi receives any buff she places on any ally.

Empi has 5% chance to resist status due to Fairy Dust.
 

Gabriel Kowalski
Gabriel winces, falling back towards Perlita, who he knew would have his back. 
"Like old times, huh? Me taking out the big guys, you doing the good work of keeping us all standing when the dust settles. Thanks for the back-up!"
 

Gabriel uses Freila on Gilgamesh.

Freila: Deal 5d6+SYN radiation damage to a single target.
Sun Arcana: All enemies hit with nuclear or fire attacks by Gabriel take SYN/2 piercing damage for three turns. Each subsequent attack adds an extra stack of burns. Enemies resistant to radiation and fire cannot be burned by Sun Arcana.

Gabriel has 20% resistance to radiation attacks and 40% resistance to heat-based ailments. All ailments have halved duration on Gabriel.

 

Spoiler

Empi Stats:
Strength: 0
Dexterity: 9
Intelligence: 9
Constitution: 5
Synergy: 12


Gabriel Stats:
Strength: 2
Dexterity: 10
Intelligence: 5
Constitution: 9
Synergy: 12

 

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Music:

Spoiler

 

 

Empi tries to teach Hiroki about lolis, but settles for the merits of large goth women.

+6 Syn for three rounds, Emip gains +3 Syn as well in return.

 

Gabriel attempts to get Gilgamesh to OD on a rad laser, it doesn’t work but Gilgamesh does take 36 damage and is set on fire.

Greater Lahmu B finishes barbecuing and keels over at “well done”.

 

Perlita smacks Gabriel with her healing stick, +39 HP.

 

Magna revives a Lahmu,

Jeanne D’arc does some weird shit to change her abilities,

The Officers blast Gilgamesh with magic, one deals 15 damage and sets him on fire, the other deals 18 damage,

Magna’s newly created and surely beloved pet rakes Gilgamesh for 9 damage,

Oops, spoke too soon, Magna fucking kills her brand new pet and feeds its life energy to her Officers. (+11 HP each)

 

Enma says BOO! Really loud in Gilgamesh’s face dealing 12 damage.

Kino follows up by actually attacking him for 31 more damage.

 

Mira braces for the inevitable.  The only smart one.

 

Hiroki shoots Gilgamesh for 25 damage.

 

Gilgamesh stares up at the “escaping” Lahmu souls for several moments before pulling out a large wretched looking golden scythe and with it collecting up the souls before slamming them back down into their bodies.  He then glances casually at the scythe before throwing it away.

 

Some of the once Lahmu corpses start to twitch and warp, stitching themselves back together and returning and even more grotesque creations.

 

At roughly the same time the battlefield shifts and changes, like reality itself was shuddering.

Two points in space opened up on roughly opposite sides of this group, from one an object no larger than a human, made of a blue metallic substance, and covered in long winding barbed spikes.  No sooner had it hit the ground before a thick blueish ooze started pouring out from it forming a viscous puddle around its base.

 

The other portal opened wide, revealing a large dark room with several tables and a number of familiar and not-so-familiar faces.  Aurora, Ghost, some girl made of fire, and Laver could be seen playing Poker with what looked like frazzled business-woman dealing.  Sachi, a filthy looking fat-man in armor, and a few others you can’t see are all playing some kind of RPG in the background.

When the portal opens a few of the people notice and Laver hops down from his seat to look through.

“Up to the same-old-same-old I see.  Why don’t you guys come join us in here?  This place is great, we all just love it. You should come check it out.”

A chorus of agreement spread across the room inside the portal.


A final attack splashed against Caster's throne, and the ancient Sumerian hero-king finally stood up, expression gone from vague boredom to a twisted rictus of rage. "ENOUGH!" His voice rang out sharply though the battlefield, and a tremor accompanied it. "You mongrels have sullied my si̛g͞ht for f̶a̴r t̴o̡o ̷ļon͝g̸!̵" The tremors intensified, and something disturbing started to become clear. The earth beneath the heroes was quite still. It was a tremor in the air, perhaps even the very fabric of reality. "Įt ̴i̛s̷ tim̵e ̛f҉or͜ y͝ou̧ t̸̀o͏ ̶͝l̴e͢a̛rn ͢y̵͜͞ou̵͝r̸̡͡ ̢́͞pl͏͏a͠c̵̨͞ę̵́!̴̛" The man's voice was becoming more and more distorted, unnatural, but with a strange singsong note behind it. Something started to leak from the space beneath the golden throne, a sort of unholy mud that seemed to twist one's eyes from simply viewing it, something indescribably foul and alien. 

https://www.youtube.com/watch?v=Gv6Y0z8-m78

Gilgamesh shouted one last time, but what he said couldn't be heard over what sounded like a woman singing. The shaking of space intensified, and Gilgamesh seemed to fold in on himself before. . . something else took his place. His form twisted first into what seemed to be a woman's, with red eyes and pale blue hair, before twisting further and further into truly monstrous proportions. Arms lengthened turned an ugly mixture of red and black, not unlike the corrupted forms of the other Servants. The legs flowed outward, becoming less limbs and more one continuous structure as "Gilgamesh" bent to stand on all fours. The torso of the creature seemed almost human, if now scaled up to gigantic size, but the head looked more like something a dragon might see in its nightmares, with a maw running partway down the neck full of razor-sharp teeth and flesh replaced with armored plates and scales. Two massive horns sprouted from the head, curling backward over the beast.

Tiamat had come.

Init:

Spoiler

Empi: 18

Gabriel:  9

Lahmu Charger: 8

Perlita: 6

BBQed Lahmu: 5

Creeper: 3

Magna:  0

Kino and Enma:  0

Mira:  0

Emiter: 0

Hiroki:  -4

 

Status:

Spoiler

Perlita: Healthy

Empi: 55/55 HP, +3 Syn (3 turns remain),

Gabriel: 73/75 HP,

Hiroki: 76/90 HP, +6 Syn (3 turns remain),

Mira: Healthy

Magna: Healthy

Kino: 75/90 HP

-Enma: 60/60 HP

 

Gilgamesh: Scratched, Lingering Hate, Sun Arcana(3 rounds), -10% damage dealt(2 rounds),

BBQed Lahmu: Crispy,

BBQed Lahmu: Crispy,

BBQed Lahmu: Crispy,

BBQed Lahmu: Crispy,

Greater BBQed Lahmu: Fat & Crispy,

Lahmu Charger: "Healthy",

Lahmu Charger: "Healthy",

Emiter: Unfeeling,

Creeper: Viscous,

 

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  • 3 weeks later...

Mira

 

The shouting of the King was not enough to even make Mira halt in her slow ascent to him. Neither was the resurrection of the very same creatures that had died not too long ago. The only thing that did bring her pause was the transformation that was taking place before her. Gone was the golden king, and in its place, was a gigantic... Creature, was the only way to describe it. She had come up to face Caster, and instead, she got this. By all rights, she should've headed back down to rejoin the rest of the group.

 

Instead, she merely tightened her grip onto her sword, and began to approach the beast, slowly but surely increasing her pace as she made her way up to it.

 

Mira continues approaching Tiamat, and prepares a Lunar Stance to cancel the first attack made against her, and deal 2d6+(3d4+11) damage.

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At this point, Perlita was so confused it practically hurt. The battle had been of course chaotic and frantic enough, with things exploding violently (even if the things exploding violently were their enemies, thanks to her friend and allies), and Caster reclining on his throne impassively, but then everything went absolutely upside down. The enemies that Gabriel and that mech had just dealt with reformed, grotesquely pulling themselves into new and freakier beings, some burnt, some large. Meanwhile, something else popped into existence, some sort of blue barbed metal thing with slime pouring out of it, forming a puddle -- but Perlita didn't even have the luxury of focusing her attention on these developments, because there was more. A portal opened right on the opposite sides of her -- revealing people Perlita largely didn't recognize sitting at a table playing poker, and now addressing them?

 

Perlita began to open her mouth to voice her confusion, at which point the battlefield around her began to shake. A darkened and unnatural version of the arrogant asshole man's voice, the shaking was in the air, his voice, what the hell was wrong with his voice? Oh, he was transforming into a woman and then into gigantic dragon monstrosity, towering far above them with a gigantic maw and thick scales and huge horns. That was the sum of the situation: enemies revived, a new one brought forth, a portal full of strange people, and a horrific transformation into a gigantic dragon beast. Perlita... wasn't taking it very well, as she began to shout not even in English anymore, tears gathering in the corners of her eyes: "¿Qué? ¿Que verga? ¿Por qué está pasando esto? ¿Por qué está ocurriendo? ¿Qué?"

 

Confused and terrified as she was, though, Perlita couldn't let herself stop acting, lest they get into more trouble. They seemed to be doing pretty well as far as her healing was concerned, a quick and distressed sweep of her eyes across the party revealed, so instead with a shout Perlita actually went on the offensive, slinging another one of her light spells at one of the revived and very much burnt creatures. Her spell had nearly taken its target out earlier, and if it landed right again... that was one less thing in the overwhelming and terrifying mass of foes and phenomena that was this battle.

 

Perlita uses Hama on one of the BBQed Lahmus, dealing SYN (12) damage, with a 30% chance of dealing 2*SYN damage!

Perlita has a 40% chance to resist sleep ailments. She also takes double damage from mental attacks.

Spoiler

Level: 5
HP: 70
Init: 1d20+9

Stats:
Constitution: 8
Dexterity: 9
 Intelligence: 4
Strength: 2
Synergy: 12

Perks: MAG-Oriented: Perlita's Persona, Crawford, represents an aspect of her method of problem-solving in the way it is composed. Perlita has never quite thought in terms of physical force, and though she CAN be surprisingly ardent on things, usually it is an expression of her mind and soul through which she does so. Accordingly her Persona is magically strong.. +1 SYN per level.

Judgement Arcana: Perlita's Arcana is that of the Judgement Arcana -- representing a journey to self-awareness, becoming the person that she truly has the potential to be. As she goes along this journey, she will blossom not only as a human being, but as a member of the forces saving the multiverse, and skillset will reflect this. Specifically when Perlita rolls a trick, she can take the best of two rolls.

Altruism: Perlita is a genuinely selfless and dedicated person in many respects, for all the trouble that sometimes brings, and that means that she pours all of her heart and soul into her healing... and a Persona is, after all, a reflection of the heart and soul. Whenever Perlita uses a move that heals or removes an ailment, her target (with multiheals excepted) gains an addition [SYN] HP in addition to whatever they would have received.

 

Better to Give than to Get: For all of her insecurities, one thing Perlita is always sure of that it is her place in the world to do the right thing, for the sake of other people. Paradoxically, however, as this is one of the strongest metaphorical rocks she has to hold onto, Perlita gains strength from it, personally and to a degree even magically, as her healing restores her too. Whenever Perlita uses a move that heals or removes an ailment, she gains an addition [SYN] HP as well.


Flaw: Psi Weakness: Most every Persona has a weakness, and Crawford is no exception, being weak to attacks of the Psi element -- or attacks that are close enough, thanks to a crippling fear of judgement reflecting itself within her Persona. Perlita takes double damage from mental attacks.

 

Actions: 

Diarama (Level 6): With a flash of her glitzy Persona, Perlita casts one of her two direct healing spells, sending a burst of potent and focused healing energy to diffuse through someone’s being, which mostly just presents itself as a pink glow. Perlita heals 6d4+SYN health for a single target.
Level 2: Upgraded from 1d4+SYN to 2d4+SYN.
Level 3: Upgraded from 2d4+SYN to 3d4+SYN.
Level 4: Upgraded from 3d4+SYN to 4d4+SYN.
Level 5: Upgraded from 4d4+SYN to 5d4+SYN

Level 6: Upgraded from 5d4+SYN to 6d4+SYN

 
Media (Level 3) : Perlita casts her other direct healing spell, which is less potent and more taxing, but heals multiple of her allies. In a lot of ways it looks similar to her other healing spell, simply causing a fainter pink glow of healing energy to surround more people, but it requires a longer exposure of her Persona and is harder to channel — she’s splitting her efforts, after all. Perlita heals SYN damage for four targets. 1 turn cooldown.
Level 2: Upgraded from two targets to three targets.
Level 3: Upgraded from three targets to four targets.


Patra (Level 2): Perlita summons Crawford and casts a spell which showers the target in bright sparkles of a turquoise color. These sparkles are the visual signs of a spell that can soothe burns, purge illnesses, and calm down unnaturally troubled minds... or maybe multiple at once.”  Perlita heals all of a target’s ailments.
Level 2: Upgraded from removing one ailment from the target to removing all ailments from them.

 

Hama: Perlita summons Crawford and performs a more esoteric attack. She envelops the opponent in a glaring sphere of light containing words inscripted upon the inside, which remains for a couple of seconds, at which point the ability’s unreliable magic kicks in, either doing a great amount or not much at all. Does SYN damage, but with a 30% *2 crit chance.
 

Through the Bonds of Camaraderie (Trick): As a member of a specific group of people in Roswell with Personas, Perlita shares a unique bond with them, and pulls on ephemeral threads representing these bonds visible only to Persona-users to invoke Crawford. Turns out she can send something across this thread, too. Perlita can choose to have “once per plot” beneficial items affect Gabriel instead of herself.

 

Dark Jacket [Level 3]: A jacket that looks dark as night, and in fact is just short of being painfully dark to look at — a scant few steps from vantablack, in other words. It’s Perlita’s most potent possession, bringing out her Persona’s darkness resistance and resisting sleep magic. 20% resistance to darkness attacks, and a 40% chance orresistance to specifically sleep ailments.

Level 2: Gain 20% chance of resistance to sleep ailments.

Level 3: Upgrade that to a 40% chance of resisting sleep ailments.

 

Circulation Sash: A light blue colored sash that is worn under Perlita’s dress and as such isn’t really visible. It keeps Perlita’s circulation and movement clear and uninhibited, but only insomuch as preventing a severe shock every one in a while, after which it takes a while to realign itself. Once per plot, can be used to break a stun on Perlita.

 

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Magna Sigyl (60/60 HP, +6 resist to bladed attacks)

 

"HEY! HOW DARE YOU PLAY WITH THE SANCTITY OF LIFE AND DEATH?" Magna fumed, shaking her scythe angrily at Gilgamesh. "THAT'S MY JOB."

 

"Words I wish I never heard."

 

Death's Whisper has ended.

 

Jeanne d'Arc (120/900 HP) uses Conflagrate on Tiamat, inflicting 2*[STR(14)-1] damage, and inflicting Burn, dealing SYN(20)/1.5 [13] damage for 3 turns.

Magna's Officer A (16/100 HP) uses Ignite on the Emiter, dealing [1d6 + SYN(10)], and inflicting burn damage of SYN[10] for 3 turns.

Magna's Officer B (36/100 HP) uses Lightning Bolt on the Emiter, dealing [2d8 + SYN(10)].

Magna's Greater Lahmu (18/100 HP) uses Impale on the Emiter, dealing 1d6 + STR(6), with a 1/6 chance to do an additional d8 of damage.

 

Magna's perk, Undying Servitude is active! Every reanimation that perishes under her control increases her damage by 2% for the remainder of the battle! (Current boost: 4%)

Magna uses Empower (free action, self-buff) to sacrifice her Greater Lahmu after it attacks!

Magna uses Empowered Shadow Stride, dealing [3d4 + INT(12)] + 0.5*(Sacrificed Reanimation's health) [9] for a total of [3d4 + 21] to Emiter, Creeper, and Greater BBQed Lahmu

 

 

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The following information is determined after the above moves are taken:

Magna's Stats:        STR: 0 DEX: 0  INT: 12 CON: 6  SYN: 12

Jeanne d'Arc Stats: STR: 14 DEX: 14 INT: 4   CON: 2  SYN: 20

Death's Whisper is on cooldown. Will be available on turn 5.

Undying Servitude (perk): For every reanimation that perishes in Magna’s service, increase damage dealt by Magna by 2% (up to a cap of 20%) for the remainder of the battle.
Current: 4% boost.

Jeanne's La Grondement de la Haine will enter cooldown on turn 3, becoming available again on turn 6.

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